/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "gamePCH.h"
#include "PassiveAI.h"
#include "Creature.h"
#include "TemporarySummon.h"

PassiveAI::PassiveAI(Creature *c) :
		CreatureAI(c) {
	me->SetReactState(REACT_PASSIVE);
}
PossessedAI::PossessedAI(Creature *c) :
		CreatureAI(c) {
	me->SetReactState(REACT_PASSIVE);
}
NullCreatureAI::NullCreatureAI(Creature *c) :
		CreatureAI(c) {
	me->SetReactState(REACT_PASSIVE);
}

void PassiveAI::UpdateAI(const uint32) {
	if (me->isInCombat() && me->getAttackers().empty())
		EnterEvadeMode();
}

void PossessedAI::AttackStart(Unit *target) {
	me->Attack(target, true);
}

void PossessedAI::UpdateAI(const uint32 /*diff*/) {
	if (me->getVictim()) {
		if (!me->canAttack(me->getVictim()))
			me->AttackStop();
		else
			DoMeleeAttackIfReady();
	}
}

void PossessedAI::JustDied(Unit * /*u*/) {
	// We died while possessed, disable our loot
	me->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
}

void PossessedAI::KilledUnit(Unit* victim) {
	// We killed a creature, disable victim's loot
	if (victim->GetTypeId() == TYPEID_UNIT)
		victim->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
}

void CritterAI::DamageTaken(Unit * /*done_by*/, uint32 &) {
	if (!me->HasUnitState(UNIT_STAT_FLEEING))
		me->SetControlled(true, UNIT_STAT_FLEEING);
}

void CritterAI::EnterEvadeMode() {
	if (me->HasUnitState(UNIT_STAT_FLEEING))
		me->SetControlled(false, UNIT_STAT_FLEEING);
	CreatureAI::EnterEvadeMode();
}

void TriggerAI::IsSummonedBy(Unit *summoner) {
	if (me->m_spells[0])
		me->CastSpell(me, me->m_spells[0], false, 0, 0, summoner->GetGUID());
}
